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So...Dreadnoughts...


tiberius183

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While we're wish-listing:

 

Having something like the Thunderstomp from Warhammer Fantasy (d6 hits at base strength, no AP at initiative 1) wouldn't go amiss. It should be a dangerous prospect for infantry to assault a walking death machine.

How about putting the special character sw dread in a raven. That's one killy walker, just lacks a delivery system in its own codex.

I'm no expert on SW, but can't it just use a drop pod from SW? Theirs are a Fast Attack slot so you can put whatever you want in them.

 

Dreadnoughts have been dying a slow death in all the Marine books since 6th edition introduced Hull Points (as part of a bone-headed strategy by GW to neuter the then-powerful mech lists dominating tournaments). Our 7th edition codex took away psybolts, increased the base price as well (because why not right?), and he lost both his nemesis DCCW, his powers, and his Reinforced Aegis. Zero improvements, all negatives. But hey, they took the price of Venerables from 'are you mentally deficient?' to 'nice try but HP kills me first'. 

 

So if you're building the Rifleman Dread, you no longer have S8, and you cost more....

If you used his nemesis fist at all last edition, or you found his extra Psychic defense useful, sucks to be you. 

However, if you are crazy and like the Venerable rules...well he's now slightly cheaper, but offset by base cost increases. Still insanely overpriced for AV12 3HP.

dreads have been slowly going down hill since at least 4th

 

 

I would venture that they've not yet figured out how to do Dreadnoughts right in any version of the game.  If they had, then we wouldn't need things like DreadKnights, or Centurions...

I would venture that they've not yet figured out how to do Dreadnoughts right in any version of the game.  If they had, then we wouldn't need things like DreadKnights, or Centurions...

 

 

If we travel into the misty past of 3rd and 4th, I distinctly remember Dreadnoughts being at least viable. They've never been what I would call strong, but they were commonly used as fire support over Devastators (who were absurdly overpriced and died fair more easily), and even over other fire support platforms like Land Speeders or Razorbacks. Walkers also used to be insanely hard to kill in melee, grenades only hit on a 6 and infantry back then relied almost entirely on a lucky powerfist Sarge to do the damage (killzones made it dangerous to leave the Sarge in melee range as well). 
 
I firmly believe the removal of Hull Points would restore Dreads to at least being useable. I'd still argue they're overpriced and should be able to be taken as squadrons in a single Elite slot, but no '3 glances you're dead' stupidity would be a huge boost. 

Dreads are still quite viable. As a support they are a huge help doing as much damage as possible and typically live almost the whole game if not the entire game.

 

For Cc, giving Dreads hammer of wrath helped a lil. They dont work too well against space marines, but any thing else I've had them work quite successfully in shredding armies. Good for tying up hordes

 

 

Dreads are still quite viable.

 

They're really not.

 

At the start of 6th mine got vaporised by thing like Rapid Fire Plasma, and Krak grenades....

 

And ours have just got worse in 7th.

 

Never, ever take a Dreadnought.

 

Never.

 

Dreads are still quite viable.

They're really not.

 

At the start of 6th mine got vaporised by thing like Rapid Fire Plasma, and Krak grenades....

 

And ours have just got worse in 7th.

 

Never, ever take a Dreadnought.

 

Never.

Aegis line an autos or plasma missle. Maybe evern tl las and missle. Support role with a 4+ cover. Dreadnought tends to work quite well. Good anti Inf and anti armor to an extent. I take one every game with dreadknights. Hasnt failed me yet

For the cost of two TLLC/ML Dreads, you can have three TLLC/ML Centurion.

 

There is no reason to ever use our over priced Dreads.

 

If you want TLLCs, take some fast slot Razorbacks instead.  We don't even need to take them as dedicated Transports now.

 

When Dreads get Kraked to death in CC by a 10 man Tac squad, you know there is something fundamentally wrong with the unit.

For the cost of two TLLC/ML Dreads, you can have three TLLC/ML Centurion.

 

There is no reason to ever use our over priced Dreads.

 

If you want TLLCs, take some fast slot Razorbacks instead. We don't even need to take them as dedicated Transports now.

 

When Dreads get Kraked to death in CC by a 10 man Tac squad, you know there is something fundamentally wrong with the unit.

GW has enough of my money already. I wont buy another dex/ squad of units eating up valuable space. Suddenly that dread just got cheaper. Besides, I'm one of those who prefer 100% GK.

 

I was tthinking about getting a rb or two but that helps confirm it. Thanks for the tip

I'm not 100% sold on TLLC Razors, but at least they're an option now without needing to take a Strike Squad.

 

At least if you got GKT for troops you can potentially take HB/AC/TLLC Razors for some fire support.  Can't recal the new points off the top of my head.

 

Would someone be kind enough to total the points for a 'hellfire' TLLC/ML Dread and two TLLC Razors?

 

:)

Thought two Razors would be cheaper.

 

Twice the HP.  Can shoot at two different targets.  And can transport troops.

 

Why take a Dreadnought when we have the ability to take two Razors?

 

(OK, one AV less on the front. ;)  Made up by not losing both guns after taking three glances. :P)

But if that stormraven gets shot down then thats a massive point loss. Plus it means you have 350pts not on the board until you roll your reserves. Which could be turn 4

 

Obviously, this will go with some reserve buffs. like the NSF detachment.

 

36" on second turn... Most of time the battle is reachable...

 

so trhowing dread on the second turn... will grant some threat on the opponent...

 

 

But if that stormraven gets shot down then thats a massive point loss. Plus it means you have 350pts not on the board until you roll your reserves. Which could be turn 4

Obviously, this will go with some reserve buffs. like the NSF detachment.

 

36" on second turn... Most of time the battle is reachable...

 

so trhowing dread on the second turn... will grant some threat on the opponent...

well I doesn't matter what turn they come in I suppose, I tried this once with double ravens and double Flamer dreads last edition, BOTH shot down by the turn after they arrived, both dreads ended up immobilised away from the squishy targets and both 5 man squads inside died.... Probably just über bad luck, but I'm never risking that again because of it.

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